If they can't get the code or use the code (Ugold) why not just make in add-on for 227 for Ugold to select a "new" game.Problem solved.

Notice that I said "singleplayer or coop". Keep in mind coop gametype is effectively singleplayer when in NM_Standalone on default settings.

Notice that this image shows single player maps, stock, packs, and custom. {This should show all maps}

Is reading really that hard? Problem solved.

Note that maps that use custom gametypes will not like this. But you can use that to find the map name and use the open command at that point. (This also applies to UT, using botmatch in general forces a gametype.)

UBerserker wrote:By this point I think it is more important to understand the whys of that save bug that plagues weedrow 1 and 2.

This is literally the only time I've heard of save issues with Weedrow 1 and the only observed save issues with Weedrow 2 occurred when the map was modified between game saves. If anyone knows anything about save issues in Weedrow 2 I'd appreciate if you shared so I can at least make sure it isn't related to the firetrucks code base.

Hmm.. Ive been replaying this in 227i and Battlebeasts seem to be broken for some reason, even in normal difficulty. Any idea what AI changes could be responsible for that? (Right now the moment I open the door from one of my battlebeasts they immediately turn to eachother and have a staring competition of some sort (not attacking)

With the upcoming release of Weedrow episode 2 I've decided to take measures to make this set playable on the newest 227 without cheating again. The current solution is pretty much the bare minimum effort (the Battlebeast part is skipped with some minor dialogue changes), but it works and, beyond the text, I only had to change some trigger names so it's easy to revert in the future in the worst case that the old version gets lost at all.

Here's the link to "version 1.1", I guess it still needs checking that it's downloadable and works for others (and after that it can hopefully go on other download sites):Edit: Removed due to fix.

Edit: Of course if you're on an older version of 227 or don't mind going back then the original version is the recommended one.

Thanks to Frieza the Battlebeast part has now been tweaked to work in the newest versions of Unreal 227 (and hopefully future ones). It might be slightly more shaky but there's already a warning to save at the start so it doesn't matter much.

Battlebeasts is still undoable for me in 227i even with 1.2. The game runs, but most of the time the two green-wire fighters either lock up OR fight each other hand-to-hand only, and when they do that they never do any damage unless its my titan--he seems to be able to do damage with his hands no matter what. But once the titan starts inflicting hand damage, the opponent begins using ranged attacks. What it works out to is that in every fight where damage is inflicted, ranged attacks are used. In every case where no damage is inflicted--and this is the majority--no ranged attacks are used.

And then after some successful combats (eg Blob's brute vs. my Skaarj), the Battlebeast routine fails to reset itself. The fallen fighter just lays there, the victor just stands there or keeps walking in place, and the game stays in limbo. The upshot of all this is that Battlebeast Arena still doesn't work. Of course I saved my game before starting, but I've been at it for almost an hour cuz I'd really like to get through it--I love the concept--but I'm outta time and am going to have to figure out how to cheat my way past the bug somehow.

Hate to sound like I'm complaining. The rest of the pak has been fabulous. Love the approach. Lots of funny moments, though my personal fave was the Windows Sewer Version GPF. Spot effin' on.

EDIT: OK, figured out the problem. After the first round, fights were no longer getting formally triggered. when I ghosted into the arena, rematerialized with "walk" and then started running around, the clock would start and the announcer would do the countdown, and then hand-to-hand combat would cause damage just like missile combat; everything would work. The problem seems to be that the countdown wasn't being triggered past the first round unless missile weapons were being used. For some reason, my presence down in the arena made the countdown start the way it's supposed to.